[PFS2_Luke_Parry] 2-06: The Crashing Wave (Inactive)

Game Master Luke_Parry

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Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric looks at his own wounds and the ones of Hannah.

Medicine. Treat wounds. DC 20. Assurance: 20

Damage healed:2d8 + 10 ⇒ (3, 1) + 10 = 14

Medicine. Treat wounds. DC 20. Assurance: 20

Damage healed:2d8 + 10 ⇒ (1, 8) + 10 = 19

Please let me the time to have a look at you. I just finished off the last one.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

I've still a little question. Why do you bring you us here now and not before, to have time to prepare?

The goblin is doubtful.

Sovereign Court

“I didn’t know things were this bad,” Melipdra eyes the battlefield sadly. “I was told to keep things confidential. Our report could have been intercepted, and sea devils are said to use spies that can pass unnoticed. Don’t underestimate their cunning!”

@Hannah: There is no way for you to learn this in character, but the entire motivation of the Sahuagin in this scenario is: 'upset that the Monastery has been re-established, as it means they won't be able to keep preying on shipwrecked sailors in the area'.

@Dranald: I am going to have to nix that. Essentially, although *this* battle is over, you are in the middle of war; the scenario has you rushing from one area to another the entire time.

Dranald (-9).
Hannah (-5).

“As for your first mission - the Flawless Diamond is en route to a supply depot protected by a small enclave of merfolk. A seer among them reports worrying signs. We promised to protect them, but don’t forget to protect the supplies as well!”

The hippocampi speed through tall rows of kelp and reed fish farms as they race toward the settlement. Rirzik points up to a shadow on the surface, the shadow of Flawless Diamond making its way toward the rendezvous point. The guide turns his head to call out, only to freeze in place as a haunting roar sweeps across the ocean floor.

“Dragon turtle!” Rirzik screams as an enormous dragon glides over the seafloor at breakneck speed, a group of hapless sea devils clinging desperately to its rocky shell. The wounded beast charges toward the supply ship in a feral frenzy, smashing its sea devil riders against the splintering hull. Shattering the timbers of the speeding vessel, the dragon’s impact sends shock waves across the fields of kelp. The ship splits in two, cargo spills forth as the wreckage spirals out of control. Merfolk beneath the disaster can only look up in panicked awe as the debris plummets toward their home.

Alright, each of you can attempt up to *two* of the following pre-battle activities:

Survivor Rescue:

Most of the crew of the Flawless Diamond are safely treading water or clinging onto floating debris; however, one sailor is visibly unconscious and trapped within rigging.

Athletics to swim, Thievery to untangle the rigging, or Medicine to revive him.

Crate Salvage:

The weapons, medical supplies, and the like carried by the Flawless Diamond are crucial to the monastery’s defense, but they are now dangerously close to drifting away on the currents.

Athletics or Merchant/Sailor Lore to safely retrieve the crates.

Spectator Escort:

Two merfolk in the path of falling wreckage are too awestruck to move.

Diplomacy or Intimidation to shake the merfolk from stupor.

This is *not* a group check; you only need a single success on each to 'pass'.

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel swims as quickly as she can to assist the unconscious sailor and corral the escaping supplies, mentally calling on She Who Guides the Waves to speed her passage through the water.

Athletics (T) to Rescue Survivor: 1d20 + 11 ⇒ (15) + 11 = 26

Athletics (T) to Salvage Crates: 1d20 + 11 ⇒ (17) + 11 = 28

If she has time, she also swims over to Hannah and rushes through the incantation on a scroll before the water renders it illegible, imbuing her with valor before the fight with the dragon turtle.

If it won't prevent her from trying both tasks (or in place of one of them if someone else has already succeeded at it) Jasariel will use her scroll of heroism on Hannah.

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain
GM wrote:
Venture-Captain Melipdra awards you with two lesser elixirs of life.

The halfling takes the two elixirs from their patron and hands one each to Dranald and Hannah, "Drink these when you need them."

________________

Seeing that Jasariel has the first two tasks at hand, Farryn moves around to the others and casts his magical guidance upon their attempt at the third task.

My only good skills were the tasks Jasarial did, but Farryn has the Guidance Cantrip that can boost a skill check by one. I'm guessing he can use his two actions to cast it on two allies, so he'll do that. The next two PC's to post get a +1 on a check of their choice.

Grand Archive

Fighter/Sorcerer/Bard (11)

Guided by Farryn's magic, Hannah shouts at the merfolk to move.

Diplomacy (E): 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34

And then quietly remarks to Farryn, "Wow! Your spells are getting powerful!"

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Well I think there are three successes. So I don't roll.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric goes to help the survivors.

Medicine:1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26

Sovereign Court

Jasariel tosses survivors and crates out of the way with almost demonic strength, whilst Hannah charms the merfolk into getting out of the way.

This (effectively) grants you a surprise round.

WDT: 1d20 + 15 ⇒ (9) + 15 = 24.
ESDS: 1d20 + 11 ⇒ (13) + 11 = 24.
Dranald: 1d20 + 14 ⇒ (14) + 14 = 28.
Farryn: 1d20 + 10 ⇒ (11) + 10 = 21.
Gedrim: 1d20 + 9 ⇒ (15) + 9 = 24.
Hannah: 1d20 + 12 ⇒ (13) + 12 = 25.
Jasariel: 1d20 + 13 ⇒ (4) + 13 = 17.
Ukh: 1d20 + 9 ⇒ (5) + 9 = 14.

An Angry Dragon, (Surprise) Round + Beginning Round 1:

Dranald (-9) x2
Hannah (-5) x2

WDT (-)
ESDS (-, -)
Gedrim (-)
Farryn (-)
Jasariel (-)
Ukh (-)

Slide 3.

Note: This combat takes place under water, so the the underwater combat rules are in effect.

Everyone gets a free round of actions before the opponents act, then Dranald and Hannah can act again in 'Round 1', since they beat the enemies on initiative, for good measure.

Grand Archive

Fighter/Sorcerer/Bard (11)

What is the Athletics DC to swim down here? Hannah would need to spend all 6 actions just getting up to them if she doesn't roll a Critical Success.

Envoy's Alliance

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Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Farryn pulls out an elixir and downs it, then pulls another out and offers it to Hannah. The skin between his fingers and toes become webbed and he looks a lot more comfortable in the water.

Interact 3x, drinking an Elixir of Sea Touch, he now has a swim speed of 20. He is offering the same elixir to Hannah.

Grand Archive

Fighter/Sorcerer/Bard (11)

Hannah's face brightens, "Thank you so much!"

SURPRISE
◈ Interact (grabbing potion)
◈ Interact (drinking potion)
◈ Swimming 20 feet

ROUND 1
◈ Swimming 20 feet
◈◈ Divine Lance on [yellow]

Divine Lance : 1d20 + 11 ⇒ (20) + 11 = 31
Crit, Good: 6d4 + 6 ⇒ (4, 1, 2, 1, 2, 1) + 6 = 17

And since she's no longer flat-footed, here's her potential AoO:

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (4) + 17 = 21
Piercing: 2d10 + 4 ⇒ (5, 3) + 4 = 12

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Well I need to know the DC for the swim to determine my swim speed. Otherwise we can determine a fix swim speed.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Where are the hippocampi?

Grand Archive

1 person marked this as a favorite.
CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

'Not a fan of all this water' considers Gedrim as he quickly begins to cast something new. After a moment, a creature appears between the group and their opponent.

Cast Summon Elemental for a Water Mephit

The strange blue creature looks back at the assembled group and waves before promptly swimming towards the oncoming foes.

Sovereign Court

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@Ukh: The hippocampi took you to the Monastery, and ferry you between encounters. They do not participate in the scenario other than that.

I mean, if they did, they would die horribly; they are only CR 1, after all.

@Dranald: No DC is listed anywhere in the scenario, so I will go with 15 for the Athletics check to Swim.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric swims...

Athletics:1d20 + 10 ⇒ (2) + 10 = 12

Athletics:1d20 + 10 ⇒ (5) + 10 = 15

Athletics:1d20 + 10 ⇒ (10) + 10 = 20

He casts a first spell.

Sound burst:3d10 ⇒ (9, 5, 6) = 20

Fort DC 21

Finally he draws his longsword.

Retributive strike:1d20 + 11 ⇒ (12) + 11 = 23

Damage, piercing:2d8 + 2 ⇒ (3, 8) + 2 = 13

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblins tries to swim.

Athletics:1d20 + 7 ⇒ (5) + 7 = 12

Does he still move a bit? Half speed?

Then he loads his crossbow and fires.

Athletics:1d20 + 7 ⇒ (20) + 7 = 27

Damage, lightning, crit:4d8 + 2d6 ⇒ (5, 4, 8, 6) + (3, 2) = 28

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

DC 15 Athletics to Swim: 1d20 + 11 ⇒ (12) + 11 = 23
DC 15 Athletics to Swim: 1d20 + 11 ⇒ (3) + 11 = 14
DC 15 Athletics to Swim: 1d20 + 11 ⇒ (14) + 11 = 25

25 feet of movement total, I think.

Jasariel swims forward to join her allies on the front line, though her progress is slow.

Grand Archive

Fighter/Sorcerer/Bard (11)

35 feet, since you're wearing swim fins.

I moved you ten feet further ^_^

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Right, thanks.

Sovereign Court

Dranald flounders for a bit, then gets into the rhythm of things.

Hannah grabs a potion, downs it, and grows flippers.

Gedrim summons a water mephit.

Farryn downs a potion of his own, growing flippers as well.

Jasariel hurriedly paddles forward.

Ukh struggles to swim, then gives up, and instead puts a bolt into Yellow.

Dranald sends out a blast of sound...

Fort: 1d20 + 16 ⇒ (16) + 16 = 32.
Fort: 1d20 + 9 ⇒ (1) + 9 = 10.

...it proves to be too much for Yellow, who essentially detonates.

Hannah then puts a Divine Lance into Red.

The Dragon Turtle breathes out an enormous gout of steam!

Spicy Breath: 8d6 ⇒ (3, 4, 4, 5, 6, 5, 6, 2) = 35 Fire damage.

Red then tries to do a flanking maneuver, and swims around the party with surprising speed, before attempting to stab Farryn...

Longspear: 1d20 + 13 ⇒ (18) + 13 = 31, for 2d8 + 10 ⇒ (7, 8) + 10 = 25 damage, +1d4 ⇒ 4 Persistent Bleed.

...scoring a nasty hit. It then starts frothing at the mouth...

An Angry Dragon, Round 1/2:

WDT (-10)
ESDS (-17; +7)
Gedrim (-) + Mephit (-; Reflex save)
Farryn (-25; 1d4 Persistent Bleed)
Jasariel (-; Reflex save)
Ukh (-)
Dranald (-9; Reflex save)
Hannah (-5; Reflex save)

Party is up!

Grand Archive

Fighter/Sorcerer/Bard (11)

As the first Sahuagin explodes, Hannah cheers, "I think our strategy is work..."

Reflex, Bulwark: 1d20 + 10 + 3 ⇒ (4) + 10 + 3 = 17

...she uses her newfound mobility to twirl in the water...

Reroll, Vestments: 1d20 + 10 + 3 + 1 ⇒ (16) + 10 + 3 + 1 = 30

"...ing! I'm going in!"

She swims forward, polearm aimed at the soft spot between the turtle's skull and shell.

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (13) + 17 = 30
Piercing: 2d10 + 4 ⇒ (9, 7) + 4 = 20

+1 Striking Ghost Touch Halberd : 1d20 + 17 - 5 ⇒ (20) + 17 - 5 = 32
Crit, Piercing: 4d10 + 8 ⇒ (5, 2, 4, 9) + 8 = 28

On a crit, target is moved 5 feet back.

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Grimacing in pain as the spear hits him perfectly, Farryn swooshes back just a bit and lobs two flasks at the enemy that rocked his face.

Step, Strike Red 2x

Moderate Frost Vial: 1d20 + 12 ⇒ (14) + 12 = 26 for Hit for Cold + Splash: 2d6 + 4 ⇒ (2, 1) + 4 = 7 slowing speed by 10 for 1 round. Miss does 4 Cold Splash. A Fumble does nothing.

Moderate Frost Vial - MAP: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11 for Hit for Cold + Splash: 2d6 + 4 ⇒ (2, 2) + 4 = 8 slowing speed by 10 for 1 round. Miss does 4 Cold Splash. A Fumble does nothing.

Bleed: 1d4 ⇒ 3
Flat 15: 1d20 ⇒ 15

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Reflex: 1d20 + 10 ⇒ (17) + 10 = 27

Jasariel hesitates briefly as she considers reversing course to come to Ukh's aid, but decides that the alchemists and Gedrim can handle his attacker.

DC 15 Athletics to Swim: 1d20 + 11 ⇒ (19) + 11 = 30
DC 15 Athletics to Swim: 1d20 + 11 ⇒ (7) + 11 = 18

Putting on a burst of speed Jasariel reaches the dragon turtle despite its blast of steam and attempts to drive her trident beneath its shell.

+1 striking trident: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 2d8 + 5 ⇒ (1, 4) + 5 = 10

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin tries to go first.

Athletics:1d20 + 7 ⇒ (3) + 7 = 10

Then he throws bombs in a raining style.

No, go away!

Pay attention, grenade!

Bottle lightening, moderate: 1d20 + 13 ⇒ (15) + 13 = 28

Damage, splash:2d6 + 2 ⇒ (2, 3) + 2 = 7

On a hit, the target becomes flat-footed until the start of your next turn

Bottle lightening, moderate: 1d20 + 13 - 5 ⇒ (17) + 13 - 5 = 25

Damage, splash:2d6 + 2 ⇒ (2, 4) + 2 = 8

On a hit, the target becomes flat-footed until the start of your next turn

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Reflex: 1d20 + 10 ⇒ (14) + 10 = 24

The cleric tries to moves forward.

Athletics: 1d20 + 10 ⇒ (5) + 10 = 15

Finally he casts Fear upon the kind of turtle.

Will DC 21

If there is a Retributive strike (ally takes -8 damage):

+1 striking longsword: 1d20 + 11 ⇒ (17) + 11 = 28

Damage: 2d8 + 2 ⇒ (3, 7) + 2 = 12

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

"ACK! Mephit, get over here and protect us!" he calls out, hastily putting some distance between himself and the opponent. He then boosts the mephit with a bit of his own magic.

Athletics DC 15: 1d20 + 7 ⇒ (8) + 7 = 15
Swim 10ft, cast Augment Summoning on mephit, maintain summons

With a shrug, the aquatic creature quickly swims back to the group.
Stride 2x for mephit

Mephit link - gets +1 status bonuses to DCs and Saves

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Mephit reflex: 1d20 + 11 ⇒ (4) + 11 = 15 Forgot mephits save....has 3 fire resist naturally...

Sovereign Court

Gedrim's water mephit literally boiled alive.

Farryn Steps back, then dumps two frosty bombs into the sea devil; unfortunately, only the first one is a direct hit.

With a bit of effort, Jasariel swims over, but her trident is turned aside by the dragon turtle's shell.

Ukh then electrocutes the remaining sea devil, leaving it heavily wounded.

Dranald tries to scare the turtle...

Will: 1d20 + 13 ⇒ (16) + 13 = 29.

...but it barely seems to notice.

Hannah then slips in, and jabs the turtle twice.

The dragon turtle tries to rip Jasariel apart...

Draconic Frenzy: 1d20 + 18 ⇒ (14) + 18 = 32, for 4d12 + 6 ⇒ (11, 2, 8, 10) + 6 = 37 damage.
Draconic Frenzy: 1d20 + 14 ⇒ (13) + 14 = 27, for 2d8 + 6 ⇒ (4, 8) + 6 = 18 damage.
Draconic Frenzy: 1d20 + 10 ⇒ (1) + 10 = 11, for 2d8 + 6 ⇒ (3, 1) + 6 = 10 damage.
Claw: 1d20 + 9 ⇒ (2) + 9 = 11, for 2d8 + 6 ⇒ (8, 8) + 6 = 22 damage.

The first strike leaves her barely standing, then the second takes her out.

Claw: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16, for 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10 damage.
Claw: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22, for 1d8 + 5 + 4 ⇒ (5) + 5 + 4 = 14 damage.
Claw: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19, for 1d8 + 5 + 4 ⇒ (2) + 5 + 4 = 11 damage.

The remaining sea devil desperately claws away at Ukh, but just can't land a blow.

An Angry Dragon, Round 2/3:

WDT (-58)
ESDS (-36)
Gedrim (-)
Farryn (-25)
Ukh (-)
Dranald (-26)
Hannah (-22)
Jasariel (-58; Unconscious; Dying 1)

Party is up!

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Gedrim, please stop to play with the fishes, we have a fight here.

The goblin loads a bolt and fire it towards the demon.

+1 striking alchemical crossbow: 1d20 + 12 ⇒ (10) + 12 = 22

Damage, electricity: 2d8 + 1d6 ⇒ (4, 7) + (6) = 17

Thinking the red one is now past the goblin tries to move on.

Athletics: 1d20 + 7 ⇒ (13) + 7 = 20

We have to help the others now.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric his annoyed by what occurs under the water. He casts a first spell to wake up Jasariel.

Heal, 2 actions, healing hand: 3d10 + 24 + 1 ⇒ (5, 3, 2) + 24 + 1 = 35 +1 because of the staff of healing

Then he casts Guidance upon Hannah.

Let's hope Iomedae can guide your hand to kill this other kind of demon.

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel floats unconscious in the water for a moment before Dranald's spell partially mends her wounds and she drifts back into awareness. She raises her shield to guard against more attacks from the enormous turtle, then circles part way around it to hopefully split its attention between her and Hannah.

DC 15 Athletics to Swim: 1d20 + 11 ⇒ (6) + 11 = 17

Once in position Jasariel makes another attempt at stabbing the beast with her trident.

+1 striking trident: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 2d8 + 5 ⇒ (6, 1) + 5 = 12

Will Shield Block if hit.

Grand Archive

Fighter/Sorcerer/Bard (11)

Does the Resist 5 Fire from being underwater apply to the Fire Damage from the Dragon Turtle's Breath Weapon? I could see why it might not. If it does, I think Hannah should be at -17 instead of -22 and Dranald should be at -21 instead of -26.

With Dranald's advice and Jasariel in position for a flank, Hannah risks swimming in closer to press the assault (movement will provoke if it is able) and stabs HARD behind the turtle's front leg.

+1 Striking Ghost Touch Halberd : 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31 (vs flat-footed)
Power Attack, Piercing: 3d10 + 4 ⇒ (8, 3, 10) + 4 = 25

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

"Well...that was short-lived..." remarks Gedrim. With a nod to the goblin, he sends out three rays of translucent energy.

Magic Missile as 3 actions: 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10
All vs little guy (Red)

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

The swimming halfling lobs a flask at the creature near them, puts some pressure on his wounds and swims towards the big enemy his allies are fighting.

Strike, Interact, Move. If Red is dead prior, he will just Move 2x instead of Striking

Moderate Frost Vial: 1d20 + 12 ⇒ (11) + 12 = 23 for Hit for Cold + Splash: 2d6 + 4 ⇒ (5, 2) + 4 = 11 slowing speed by 10 for 1 round. Miss does 4 Cold Splash. A Fumble does nothing.

Assurance Battle Medicine Healing: 2d8 ⇒ (5, 3) = 8

Sovereign Court

Gedrim puts a brace of force missiles into Red, taking it out.

Farryn salves his wounds, and swims forward.

Ukh's shot misses the dragon turtle.

Dranald channels a significant amount of healing energy into Jasariel.

Hannah swims forward, and jabs the turtle again.

Jasariel picks up her trident, swims, and takes a swing, but misses.

The turtle tries to take Jasariel out again...

Draconic Frenzy: 1d20 + 18 ⇒ (6) + 18 = 24, for 2d12 + 6 ⇒ (6, 12) + 6 = 24 damage.
Draconic Frenzy: 1d20 + 13 ⇒ (20) + 13 = 33, for 4d8 + 12 ⇒ (3, 4, 7, 2) + 12 = 28 damage.
Draconic Frenzy: 1d20 + 10 ⇒ (14) + 10 = 24, for 2d8 + 6 ⇒ (2, 5) + 6 = 13 damage.
Bite: 1d20 + 10 ⇒ (16) + 10 = 26, for 2d12 + 6 ⇒ (9, 2) + 6 = 17 damage.

...dropping her once again, before turning and taking a bite out of Hannah

An Angry Dragon, Round 3/4:

WDT (-83)
Gedrim (-)
Farryn (-17)
Ukh (-)
Dranald (-26)
Hannah (-39)
Jasariel (-58; Unconscious; Dying 3; Wounded 1)

Party is up!

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Farryn swims over next to Dranald, bandages his burns a bit and lobs a flask at the big turtle, "BURBLE BURBLE BLARGH!"

Translated from speaking underwater: "KILL IT, KILL IT BEFORE IT EATS US!"

Assurance Battle Medicine Healing Dranald: 2d8 ⇒ (8, 4) = 12

Moderate Frost Vial: 1d20 + 12 ⇒ (10) + 12 = 22 for Hit for Cold + Splash: 2d6 + 4 ⇒ (6, 3) + 4 = 13 slowing speed by 10 for 1 round. Miss does 4 Cold Splash. A Fumble does nothing.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin tries again to move underwater.

Athletics:1d20 + 7 ⇒ (10) + 7 = 17

Then he loads a bolt and fires.

+1 striking alchemical crossbow: 1d20 + 12 ⇒ (17) + 12 = 29

Damage, electricity:2d8 + 1d6 ⇒ (2, 4) + (2) = 8

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Athletics: 1d20 + 10 ⇒ (18) + 10 = 28

The cleric moves, patches Hannah and casts a spell upon Hannah.

Battle medicine DC 20:1d20 + 14 ⇒ (14) + 14 = 28

Damage healed: 2d8 + 10 ⇒ (4, 2) + 10 = 16

Iomedae, give her the force to kill this thing!

Guidance

Ready in case of Retributive strike.

Grand Archive

Fighter/Sorcerer/Bard (11)

"Jasariel!"

Hannah utters a prayer to Shei and gestures to the priestess before stabbing the dragon again...

◈◈ Heal, 2nd Level: 2d8 + 16 ⇒ (8, 4) + 16 = 28

+1 Striking Ghost Touch Halberd : 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30 (vs flat-footed)
Piercing: 2d10 + 4 ⇒ (9, 1) + 4 = 14

Grand Archive

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CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Turning his attention to the dragon, Gedrim his furious thoughts echoing in his own mind 'First time I summon an elemental...all that practice to pull such a thing off...and he boils it in under 10 seconds?! REALLY?! They know not just 'anyone' can summon one of those things right? RIGHT?!'

The staff in his hand lights up for a moment, glowing in the depths as another barrage of missiles fly outward from the mage.

Magic Missile 3 action vs big guy: 3d4 + 3 ⇒ (3, 1, 1) + 3 = 8

Sovereign Court

Gedrim pumps a brace of force missiles into the dragon.

Farryn pumps some healing into Dranald, then tosses a frost vial, which only succeeds in splashing the dragon.

Ukh struggles forward, and fires his crossbow, scoring a glancing hit.

Dranald struggles forward, and pours healing into Hannah.

Hannah returns Jasariel to consciousness, then delivers an over-hand chop straight through the dragon's skull, killing it.

Combat over.

Gedrim (-)
Farryn (-17)
Ukh (-)
Dranald (-26)
Hannah (-11)
Jasariel (-30; Wounded 2)

As thanks, the party are given a Dragon Turtle Scale talisman, a bottle of seaweed wine worth 5 gp, and a Minor Sturdy Shield.

Immediately thereafter, a lamprey eel sent by one of Zulfibha’s animal messenger spells, directs the party to a fault line to the west of the monastery.

“The sea devils to the west have gotten more aggressive! I’ve divined a disturbance in the tides. There’s a storm brewing along the fault that our monastery rests upon. Follow the chasm west and investigate. I suspect the sea devils are behind this.”

You have time to use potions/scrolls/spells.

Heading to the indicated region...

A violent vortex of blood twists and spins as though it were a drill splitting the seafloor in half. At the base of the whirling funnel lies a glowing altar, precariously resting on the edge of a yawning chasm. The spout terminates in a glowing crack at the base of the ruin, sucking in anything that gets too close, save for a handful of shriveled corpses anchored in red kelp around the deadly whirlpool.

Arcana or Nature to Recall Knowledge.

In addition to that, Exploration activities that can be done by anyone:

Weeding the Kelp - Crafting or Survival.

Magic Disruption - Arcana, Nature, Occultism, or Religion.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

To the party: when he can post Dranald will cast a heal spell from scroll in zone for everyone. So wait before to use potions.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

When they continue the goblin looks around and tries to understand what occurs now.

Arcana: 1d20 + 13 ⇒ (17) + 13 = 30

Crafting: 1d20 + 13 ⇒ (14) + 13 = 27 +15 alchemy

Arcana: 1d20 + 13 ⇒ (3) + 13 = 16

Sovereign Court

Ukh realises that the ritual intends to corrupt and spew the blood for miles, fueling the blood frenzy of any sea devils in the area.

Fortunately, he also realises that the kelp around the altar that funnels blood from the creatures is a crucial conduit for the ritual, and manages to root it out.

Magically disrupting the ritual, however, proves to be a task that is beyond him.

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Rushing towards the corruption, Gedrim smiles. 'I got this. Didn't study so hard for nothing. It obviously wasn't so I could summon awesome elementals.' he considers.

Arcana(Expert): 1d20 + 11 ⇒ (4) + 11 = 15

However, in the half-elf's haste, he overlooks a few key parts of the ritual and fails to correct it.

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Farryn bumps Gedrim and Ukh out of the way, "Blurb blab blib, blubbity bloob."

Translation: "Out of my way, let an expert handle this."

Arcana (T): 1d20 + 11 ⇒ (13) + 11 = 24

_____________________

Waiting to see how much Dranald heals with his spell. Farryn has a couple Elixirs he might use or share depending on how we all look Injury wise.

Grand Archive

Fighter/Sorcerer/Bard (11)

"Maybe a chant from Shei could quell this vortex..."

Magic Disruption
Religion (T): 1d20 + 10 ⇒ (1) + 10 = 11

"...oh dear."

Also waiting to see how much Dranald heals before using consumables.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Ukh was right to say he will cast a heal spell hoping to spare the potions. Let's see...

The cleric pulls out a scroll and casts a spell.

Heal, 3 actions, healing hands:3d10 ⇒ (10, 9, 6) = 25 +1 because of the staff of healing

So everybody except Jasariel (-4) is full.

Further he tries to understand what to do and how to act with the mess they have found.

Religion: 1d20 + 14 ⇒ (13) + 14 = 27

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